actions-and-utilities

Batch-operate on Phaser 4 Game Objects with grid layouts and property mutations.

Updated Apr 26, 2026
One-click install
npx skills add https://github.com/kehwar/pixi-square --skill actions-and-utilities-kehwar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: actions-and-utilities
Source: https://github.com/kehwar/pixi-square/tree/main/.agents/skills/actions-and-utilities
Command: npx skills add https://github.com/kehwar/pixi-square --skill actions-and-utilities-kehwar

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Batch-operate on Phaser 4 game objects using Actions and utilities to apply grid layouts, alignments, and batch property updates across a collection of objects in a scene.

Core Features & Use Cases

  • Batch layout and alignment: organize arrays of game objects into grids or along geometric shapes.
  • Property batching: apply position, scale, alpha, visibility, and other properties across many objects in a single call.
  • Group compatibility: operate on standard arrays with group.getChildren() support for Phaser Groups.

Quick Start

Batch-position a set of game objects into a grid and apply common property changes across them.

Frequently Asked Questions about actions-and-utilities

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I batch update properties across multiple Phaser 4 game objects?

To batch update properties, pass an array of Phaser 4 game objects into stateless utility helpers that apply position, scale, alpha, and visibility mutations across the entire collection in one call.

What is the best way to arrange Phaser 4 game objects into a grid layout?

Arrange Phaser 4 objects into a grid layout by passing an array of objects to stateless batch helpers that coordinate utility actions to position them automatically within the scene.

Can I use batch operations with Phaser Groups?

Batch operations work with Phaser Groups by passing group.getChildren() into the stateless batch helpers, which accept standard arrays of game objects to preserve layout flexibility.

When do I need batch utility actions for Phaser 4 scenes?

You need batch utility actions when applying grid layouts, geometric alignments, or property mutations across many game objects simultaneously instead of updating each object individually.

Does this batch processing approach require any external dependencies?

This batch processing approach requires no external dependencies, relying solely on stateless batch helpers that accept arrays of objects with the required public properties in Phaser 4.